Added menu and sprinting
This commit is contained in:
@@ -10,10 +10,11 @@ import (
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// Direction flags from the controls.
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type Input struct {
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Left bool
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Right bool
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Up bool
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Down bool
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Left bool
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Right bool
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Up bool
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Down bool
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Sprint bool
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}
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// Playfield limits for movement.
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@@ -22,22 +23,41 @@ type Bounds struct {
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Height float64
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}
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// Visual states for the hero.
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type VisualState int
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const (
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StateIdle VisualState = iota
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StateSprinting
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StateExhausted
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)
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// Player avatar data.
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type Hero struct {
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X float64
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Y float64
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Radius float64
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Speed float64
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Color color.NRGBA
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X float64
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Y float64
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Radius float64
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Speed float64
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Color color.NRGBA
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Stamina float64
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MaxStamina float64
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StaminaDrain float64
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StaminaRegen float64
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canSprint bool
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wasSprintHeld bool
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isSprinting bool
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}
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// Spawn settings for the avatar.
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type Config struct {
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StartX float64
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StartY float64
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Radius float64
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Speed float64
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Color color.NRGBA
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StartX float64
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StartY float64
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Radius float64
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Speed float64
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Color color.NRGBA
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MaxStamina float64
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StaminaDrain float64
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StaminaRegen float64
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}
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// Builds an avatar from the config with fallbacks.
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@@ -51,13 +71,28 @@ func New(cfg Config) *Hero {
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if cfg.Color.A == 0 {
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cfg.Color = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
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}
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if cfg.MaxStamina <= 0 {
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cfg.MaxStamina = 100
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}
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if cfg.StaminaDrain <= 0 {
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cfg.StaminaDrain = 50
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}
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if cfg.StaminaRegen <= 0 {
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cfg.StaminaRegen = 30
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}
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return &Hero{
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X: cfg.StartX,
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Y: cfg.StartY,
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Radius: cfg.Radius,
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Speed: cfg.Speed,
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Color: cfg.Color,
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X: cfg.StartX,
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Y: cfg.StartY,
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Radius: cfg.Radius,
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Speed: cfg.Speed,
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Color: cfg.Color,
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Stamina: cfg.MaxStamina,
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MaxStamina: cfg.MaxStamina,
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StaminaDrain: cfg.StaminaDrain,
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StaminaRegen: cfg.StaminaRegen,
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canSprint: true,
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wasSprintHeld: false,
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}
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}
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@@ -78,14 +113,41 @@ func (h *Hero) Update(input Input, dt float64, bounds Bounds) {
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dy += 1
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}
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if dx != 0 || dy != 0 {
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isMoving := dx != 0 || dy != 0
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if isMoving {
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length := math.Hypot(dx, dy)
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dx /= length
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dy /= length
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}
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h.X += dx * h.Speed * dt
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h.Y += dy * h.Speed * dt
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speed := h.Speed
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if !input.Sprint {
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h.wasSprintHeld = false
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if h.Stamina >= h.MaxStamina*0.2 {
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h.canSprint = true
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}
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}
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h.isSprinting = input.Sprint && h.canSprint && h.Stamina > 0 && isMoving
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if h.isSprinting {
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speed *= 2.0
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h.wasSprintHeld = true
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h.Stamina -= h.StaminaDrain * dt
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if h.Stamina <= 0 {
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h.Stamina = 0
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h.canSprint = false
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}
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} else {
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h.Stamina += h.StaminaRegen * dt
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if h.Stamina > h.MaxStamina {
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h.Stamina = h.MaxStamina
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}
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}
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h.X += dx * speed * dt
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h.Y += dy * speed * dt
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maxX := math.Max(h.Radius, bounds.Width-h.Radius)
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maxY := math.Max(h.Radius, bounds.Height-h.Radius)
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@@ -94,8 +156,23 @@ func (h *Hero) Update(input Input, dt float64, bounds Bounds) {
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h.Y = clamp(h.Y, h.Radius, maxY)
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}
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// Renders the avatar as a filled circle.
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// Returns the current visual state based on hero state.
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func (h *Hero) getVisualState() VisualState {
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if h.Stamina < h.MaxStamina*0.2 {
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return StateExhausted
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}
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if h.isSprinting {
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return StateSprinting
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}
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return StateIdle
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}
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// Renders the avatar.
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func (h *Hero) Draw(screen *ebiten.Image) {
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state := h.getVisualState()
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vector.FillCircle(
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screen,
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float32(h.X),
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@@ -104,6 +181,162 @@ func (h *Hero) Draw(screen *ebiten.Image) {
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h.Color,
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false,
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)
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eyeOffsetX := h.Radius * 0.3
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eyeOffsetY := h.Radius * 0.25
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switch state {
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case StateExhausted:
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drawExhaustedFace(screen, h.X, h.Y, h.Radius, eyeOffsetX, eyeOffsetY)
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case StateSprinting:
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drawSprintingFace(screen, h.X, h.Y, h.Radius, eyeOffsetX, eyeOffsetY)
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case StateIdle:
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drawIdleFace(screen, h.X, h.Y, h.Radius, eyeOffsetX, eyeOffsetY)
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}
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}
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func drawIdleFace(screen *ebiten.Image, x, y, radius, eyeOffsetX, eyeOffsetY float64) {
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eyeRadius := radius * 0.15
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vector.FillCircle(
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screen,
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float32(x-eyeOffsetX),
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float32(y-eyeOffsetY),
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float32(eyeRadius),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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vector.FillCircle(
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screen,
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float32(x+eyeOffsetX),
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float32(y-eyeOffsetY),
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float32(eyeRadius),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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smileRadius := radius * 0.5
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smileY := y + radius*0.15
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for angle := 0.3; angle <= 2.84; angle += 0.15 {
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smileX := x + smileRadius*math.Cos(angle)
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smileYPos := smileY + smileRadius*0.3*math.Sin(angle)
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vector.FillCircle(
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screen,
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float32(smileX),
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float32(smileYPos),
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float32(radius*0.08),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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}
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func drawSprintingFace(screen *ebiten.Image, x, y, radius, eyeOffsetX, eyeOffsetY float64) {
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eyeWidth := radius * 0.2
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eyeHeight := radius * 0.12
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for ex := -eyeWidth; ex <= eyeWidth; ex += radius * 0.08 {
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for ey := -eyeHeight; ey <= eyeHeight; ey += radius * 0.08 {
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if ex*ex/(eyeWidth*eyeWidth)+ey*ey/(eyeHeight*eyeHeight) <= 1 {
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vector.FillCircle(
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screen,
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float32(x-eyeOffsetX+ex),
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float32(y-eyeOffsetY+ey),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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}
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}
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for ex := -eyeWidth; ex <= eyeWidth; ex += radius * 0.08 {
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for ey := -eyeHeight; ey <= eyeHeight; ey += radius * 0.08 {
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if ex*ex/(eyeWidth*eyeWidth)+ey*ey/(eyeHeight*eyeHeight) <= 1 {
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vector.FillCircle(
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screen,
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float32(x+eyeOffsetX+ex),
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float32(y-eyeOffsetY+ey),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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}
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}
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mouthY := y + radius*0.3
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mouthWidth := radius * 0.5
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for mx := -mouthWidth; mx <= mouthWidth; mx += radius * 0.08 {
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vector.FillCircle(
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screen,
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float32(x+mx),
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float32(mouthY),
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float32(radius*0.06),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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}
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func drawExhaustedFace(screen *ebiten.Image, x, y, radius, eyeOffsetX, eyeOffsetY float64) {
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eyeSize := radius * 0.15
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for i := -eyeSize; i <= eyeSize; i += radius * 0.08 {
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vector.FillCircle(
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screen,
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float32(x-eyeOffsetX+i),
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float32(y-eyeOffsetY+i),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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vector.FillCircle(
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screen,
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float32(x-eyeOffsetX+i),
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float32(y-eyeOffsetY-i),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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for i := -eyeSize; i <= eyeSize; i += radius * 0.08 {
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vector.FillCircle(
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screen,
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float32(x+eyeOffsetX+i),
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float32(y-eyeOffsetY+i),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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vector.FillCircle(
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screen,
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float32(x+eyeOffsetX+i),
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float32(y-eyeOffsetY-i),
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float32(radius*0.05),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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mouthY := y + radius*0.35
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mouthWidth := radius * 0.2
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mouthHeight := radius * 0.25
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for angle := 0.0; angle < 2*math.Pi; angle += 0.3 {
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mx := x + mouthWidth*math.Cos(angle)
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my := mouthY + mouthHeight*math.Sin(angle)
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vector.FillCircle(
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screen,
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float32(mx),
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float32(my),
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float32(radius*0.06),
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color.NRGBA{R: 0, G: 0, B: 0, A: 255},
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false,
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)
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}
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}
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func clamp(value, min, max float64) float64 {
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